コード例 #1
0
        private void AdjustPlane(IEnumerable <Vector3Int> planeDirection)
        {
            bool toAdd = false;

            foreach (Vector3Int nextCoordinate in planeDirection)
            {
                // Remove voxels in the negative X-direction
                if (toAdd == false)
                {
                    if (CreatedVoxels.ContainsKey(nextCoordinate) == true)
                    {
                        PoolingManager.ReturnToPool(CreatedVoxels[nextCoordinate]);
                        CreatedVoxels.Remove(nextCoordinate);
                    }
                    if (CreatedCollectables.ContainsKey(nextCoordinate) == true)
                    {
                        PoolingManager.ReturnToPool(CreatedCollectables[nextCoordinate]);
                        CreatedCollectables.Remove(nextCoordinate);
                    }
                }
                else if (toAdd == true)
                {
                    // Add voxels in the positive X-direction
                    AddVoxel(nextCoordinate);
                }
                toAdd = !toAdd;
            }
        }
コード例 #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player") == true)
     {
         PlayerMove player = PlayerMove.GetPlayer(other);
         if (player != null)
         {
             player.CollectibleSound.Play();
             Singleton.Get <CameraManager>().Effects.FlashOnce(flashScreenColor);
             Singleton.Get <TimeManager>().HitPause();
         }
         if (Logs != null)
         {
             Logs.GetNextLog();
         }
         PoolingManager.ReturnToPool(this);
     }
 }
コード例 #3
0
ファイル: BlockGrid.cs プロジェクト: OmiyaGames/hachi-block
        /// <summary>
        ///
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public Block RemoveBlock(int x, int y)
        {
            Block oldBlock = null;

            if (IsValidGridPosition(x, y) == true)
            {
                // Check if there's a block in this location already
                oldBlock = Blocks[x, y];
                if (oldBlock != null)
                {
                    // If there is, return this block to the pool
                    oldBlock.ResetPosition();
                    PoolingManager.ReturnToPool(oldBlock);
                    Blocks[x, y] = null;
                }
            }
            return(oldBlock);
        }
コード例 #4
0
    private IEnumerator FadeEffect()
    {
        Renderer[] components = _shotObject.GetComponentsInChildren <Renderer>();

        foreach (Renderer r in components)
        {
            r.material.mainTexture = null;
        }

        foreach (Color c in destructionColors)
        {
            foreach (Renderer r in components)
            {
                r.material.color = c;
            }

            yield return(new WaitForSeconds(waitBetweenColors));
        }

        _poolingManager.ReturnToPool(_shotObject);
    }
コード例 #5
0
        IEnumerator DisableAfter(float seconds)
        {
            yield return(new WaitForSeconds(seconds));

            PoolingManager.ReturnToPool(this);
        }